Ah, so it was back here ... I was looking for this one ...
Taverius
Blair, I made it happen again, this time in a plasma storm, with a bigger fleet, probably something Malice redirected to them. I was advent (obv), Halcyon, Progenitor, a mix of everything else. I didnt go very close to the extractors while killing the couple of piwat frigs in the well, so my guess is it was malice, its about the only thing I had with enough range, though it might have been ruthlessness.
Thanks for this. Now all I need is mansh00ter's volumetric effects and I'm set :)
[quote who="Shadow_of_Light" reply="2" id="1949675"]about neutral extrators... are they suppsoed to be scuttle-able? i;d think that would kind of ruin the importance of em, they'd be imba good for vasari, they just use scouts to steal then scuttle if its going to be taken... and TEC / advent wont bother taking with a vasari cuase they'll get scuttled anyways[/quote] Honestly, I've never even thought to try. You've piqued my curiosity :)
I'm on a laptop with a Radeon Xpress 200M (integrated, turbocache only) using 256MB of my system ram leaving me with 768Mb free, and a celeron-m 410 (1.46Ghz) and I can play fine with textures @ highest, details @ high, bump @ low, bloom & AA off, 1280x800. Basically, this game runs on pretty much anything from the last 5-6 years, possibly more. PlasmaPong has higher actual requirements than Sins ^^'
... yeah. I was clearing out a gas giant earlier, and when a garda blew up the gas pockets did their thang and then the 2 extractors near it were damaged. I got the save if you want it :) --- see below, got another one.
[quote who="ManSh00ter" reply="8" id="1948609"]Gamerking, you always have to be careful with insta-pop abilities, as they can be abused. For example, that base could pop a titan then, and that would just suck the excitement out of the battle.[/quote] One-hit-kill attacks tend to be game-breaking. The removal of them is about the only thing everyone can agree on as "a good thing" about D&D 4E. Looks much better now that you've fixed the texture.
The only truly good cd ripper is Exact Audio Copy. [HydrogenAudio Wiki Entry] [EAC and Ogg @ HydrogenWiki]
uh ... OggDrop? @RareWares really, you non-audiophiles use some pretty horrid software for audio :S mind you, lossy->lossy transcoding ends up with abysmal quality anyway , but eh.
That sounds interesting. Its a shame about the 4 abilities ... the ablity to have 3 rows of buttons - preferably being have it on only for some thing, at the modders choice, would be something they really oughto look into.
[quote who="ManSh00ter" reply="13" id="1946059"]What I'm curious about is - have the upped the ante on visual quality by increasing texture resolutions or by some other means? I'm still updating my game so I guess I'll have to wait a bit to find out...[/quote] As far as I can tell, they just improved some of the rendering effects.
[quote who="ManSh00ter" reply="1" id="1945439"]same with EvE ships, even though they're supposed to be huge, without other objects to compare them to they tend to look small, even with high-res textures[/quote] Heh, I guess. I'm trying to exorcise all my memories of EvE, I poured 3 years of my life into that game, and now I'm thouroughly sick of it :) Whoops, veering offtopic ...
[quote who="dolynick" reply="2" id="1945446"]2) All ability entities no longer use the "isPassive" T/F value. Instead they must have useCostType in it's place. Values that work that I know of so far are "Antimatter" and "Passive"[/quote] And RA must have the 3rd type, which is resources.
[quote who="ManSh00ter" reply="23" id="1945340"]Soor, if you're thinking about jagged (at places) texture edges, that's a lil' resolution problem with Z-Brush, easily fixed. I just didn't want to go through the motions for the alpha textures since I'm going to have to re-juggle them anyway for 1.1 compatibility. The final version should do away with jagged edges. Sharp wing edges will stay though, they're part of geometry.[/quote] Well, I'm really not good at rationalising instinctive
[quote who="stanalonis" reply="4" id="1945259"]hopefully when the 1.1 forge tools are released (I don't mean galaxy and particle forge either) the developer exe will be accompanied by the correct dll, or just not require it. I've been to some dll sites that aren't safe places to download before.[/quote] Forge Tools 1.1 is out now, and nope, no dlls, just the bare exe.
[quote who="Blair Fraser" reply="21" id="1945291"]Full package is up.[/quote] NOW you get karma ;p
That's what I'm talking about, the main Forge Tools package is still @ 1.05 - and no, the dev exe and data are different :)
[quote who="Blair Fraser" reply="9" id="1945117"]13 karma??? c'mon guys! help me out here or I'm not releasing the Entrenchment beta until 2010.[/quote] We are not in the habit of entertaining hostage negotiations, the SWAT team is inbound [e digicons]}:)[/e]
Ah, an update! Nice ship, although the combination of sharp wing edges and the edge texturing looks a bit ... wrong to me.
"updated for Sins v1.05." Did you forget to update the desc for Forge Tools, or is only Galaxy/Particle Forge up right now.
... and its done! that was quick :)
Cheers
As its coming out tomorrow, I'd assume 1.1
... cat durid is 4 fite ? Please try to use font/colour/size combinations that don't make other people remove their own eyes with rusted sporks :)
What's the point of "not getting 1.1" when Entrenchment will - obviously - build on top of 1.1? I'm not being sarcastic, I'm honestly confused by your reasoning [e digicons]o_O[/e]